
uniform vec2	texCoordOffset;

varying vec4	texCoord1;
varying vec4	texCoord2;
varying vec4	texCoord3;
varying vec4	texCoord4;
varying vec4	texCoord5;
varying vec4	texCoord6;
varying vec4	texCoord7;
varying vec4	texCoord8;


void main (void){

	vec2		offset;

	// Position invariant
	gl_Position = ftransform();

	// Offset the texcoords
	offset = texCoordOffset * 1.0;
	texCoord1.st = gl_MultiTexCoord0.st + offset;
	texCoord1.pq = gl_MultiTexCoord0.st - offset;

	offset = texCoordOffset * 2.0;
	texCoord2.st = gl_MultiTexCoord0.st + offset;
	texCoord2.pq = gl_MultiTexCoord0.st - offset;

	offset = texCoordOffset * 3.0;
	texCoord3.st = gl_MultiTexCoord0.st + offset;
	texCoord3.pq = gl_MultiTexCoord0.st - offset;

	offset = texCoordOffset * 4.0;
	texCoord4.st = gl_MultiTexCoord0.st + offset;
	texCoord4.pq = gl_MultiTexCoord0.st - offset;

	offset = texCoordOffset * 5.0;
	texCoord5.st = gl_MultiTexCoord0.st + offset;
	texCoord5.pq = gl_MultiTexCoord0.st - offset;

	offset = texCoordOffset * 6.0;
	texCoord6.st = gl_MultiTexCoord0.st + offset;
	texCoord6.pq = gl_MultiTexCoord0.st - offset;

	offset = texCoordOffset * 7.0;
	texCoord7.st = gl_MultiTexCoord0.st + offset;
	texCoord7.pq = gl_MultiTexCoord0.st - offset;

	offset = texCoordOffset * 8.0;
	texCoord8.st = gl_MultiTexCoord0.st + offset;
	texCoord8.pq = gl_MultiTexCoord0.st - offset;
}
